Retire captures pruning
Futility captures alone does not seem an improvment. Perhaps is a combination of stand pat + futility that is winning, so revert for now and continue testing starting from a standard base until we find the correct receipe. After 999 games at 1+0 Mod vs Orig +231 0506 -201 +10 ELO Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@ -1629,36 +1629,6 @@ namespace {
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// Update current move
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movesSearched[moveCount++] = ss[ply].currentMove = move;
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// Futility pruning for captures
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// FIXME: test disabling 'Futility pruning for captures'
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// FIXME: test with 'newDepth < RazorDepth'
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Color them = opposite_color(pos.side_to_move());
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if ( !isCheck
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&& newDepth < SelectiveDepth
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&& !dangerous
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&& pos.move_is_capture(move)
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&& !pos.move_is_check(move, ci)
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&& !move_is_promotion(move)
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&& move != ttMove
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&& !move_is_ep(move)
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&& (pos.type_of_piece_on(move_to(move)) != PAWN || !pos.pawn_is_passed(them, move_to(move)))) // Do not prune passed pawn captures
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{
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int preFutilityValueMargin = 0;
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if (newDepth >= OnePly)
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preFutilityValueMargin = FutilityMargins[int(newDepth)];
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Value futilityCaptureValue = ss[ply].eval + pos.endgame_value_of_piece_on(move_to(move)) + preFutilityValueMargin + ei.futilityMargin + 90;
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if (futilityCaptureValue < beta)
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{
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if (futilityCaptureValue > bestValue)
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bestValue = futilityCaptureValue;
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continue;
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}
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}
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// Futility pruning
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if ( !isCheck
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&& !dangerous
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